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itgmania212121/stepmania/src/RageTextureManager.cpp
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#include "stdafx.h"
/*
-----------------------------------------------------------------------------
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Class: RageTextureManager
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
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//-----------------------------------------------------------------------------
// Includes
//-----------------------------------------------------------------------------
#include "RageTextureManager.h"
#include "RageBitmapTexture.h"
#include "RageMovieTexture.h"
#include "RageUtil.h"
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#include "RageLog.h"
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#include "RageException.h"
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RageTextureManager* TEXTUREMAN = NULL;
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//-----------------------------------------------------------------------------
// constructor/destructor
//-----------------------------------------------------------------------------
RageTextureManager::RageTextureManager( int iTextureColorDepth, int iSecondsBeforeUnload )
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{
SetPrefs( iTextureColorDepth, iSecondsBeforeUnload );
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}
RageTextureManager::~RageTextureManager()
{
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for( std::map<CString, RageTexture*>::iterator i = m_mapPathToTexture.begin();
i != m_mapPathToTexture.end(); ++i)
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{
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RageTexture* pTexture = i->second;
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if( pTexture->m_iRefCount )
LOG->Trace( "TEXTUREMAN LEAK: '%s', RefCount = %d.", i->first.GetString(), pTexture->m_iRefCount );
SAFE_DELETE( pTexture );
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}
}
//-----------------------------------------------------------------------------
// Load/Unload textures from disk
//-----------------------------------------------------------------------------
RageTexture* RageTextureManager::LoadTexture( CString sTexturePath )
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{
sTexturePath.MakeLower();
// LOG->Trace( "RageTextureManager::LoadTexture(%s).", sTexturePath.GetString() );
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// holder for the new texture
RageTexture* pTexture;
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// Convert the path to lowercase so that we don't load duplicates.
// Really, this does not solve the duplicate problem. We could have to copies
// of the same bitmap if there are equivalent but different paths
// (e.g. "Bitmaps\me.bmp" and "..\Rage PC Edition\Bitmaps\me.bmp" ).
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std::map<CString, RageTexture*>::iterator p = m_mapPathToTexture.find(sTexturePath);
if(p != m_mapPathToTexture.end()) {
pTexture = p->second;
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pTexture->m_iRefCount++;
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// LOG->Trace( "RageTextureManager: '%s' now has %d references.", sTexturePath.GetString(), pTexture->m_iRefCount );
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}
else // the texture is not already loaded
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{
CString sDrive, sDir, sFName, sExt;
splitpath( false, sTexturePath, sDrive, sDir, sFName, sExt );
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// if( sExt == "avi" || sExt == "mpg" || sExt == "mpeg" )
// pTexture = new RageMovieTexture( sTexturePath );
// else
pTexture = new RageBitmapTexture( sTexturePath );
LOG->Trace( "RageTextureManager: Finished loading '%s'.", sTexturePath.GetString() );
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m_mapPathToTexture[sTexturePath] = pTexture;
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}
// LOG->Trace( "Display: %.2f KB video memory left", DISPLAY->GetDevice()->GetAvailableTextureMem()/1000000.0f );
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return pTexture;
}
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bool RageTextureManager::IsTextureLoaded( CString sTexturePath )
{
sTexturePath.MakeLower();
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return m_mapPathToTexture.find(sTexturePath) != m_mapPathToTexture.end();
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}
void RageTextureManager::GCTextures()
{
/* If m_iSecondsBeforeUnload is 0, then we'll unload textures immediately when
* they're no longer needed, to use as little extra memory as possible, so don't
* bother checking for expired textures here. */
if(!m_iSecondsBeforeUnload) return;
static int timeLastGarbageCollect = time(NULL);
if( timeLastGarbageCollect+m_iSecondsBeforeUnload/2 > time(NULL) )
return;
// Search for old textures with refcount==0 to unload
LOG->Trace("Performing texture garbage collection");
timeLastGarbageCollect = time(NULL);
for( std::map<CString, RageTexture*>::iterator i = m_mapPathToTexture.begin();
i != m_mapPathToTexture.end(); )
{
std::map<CString, RageTexture*>::iterator j = i;
i++;
CString sPath = j->first;
RageTexture* pTexture = j->second;
if( pTexture->m_iRefCount==0 &&
pTexture->m_iTimeOfLastUnload+m_iSecondsBeforeUnload < time(NULL) )
{
SAFE_DELETE( pTexture ); // free the texture
m_mapPathToTexture.erase(j); // and remove the key in the map
}
}
}
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void RageTextureManager::UnloadTexture( CString sTexturePath )
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{
sTexturePath.MakeLower();
// LOG->Trace( "RageTextureManager::UnloadTexture(%s).", sTexturePath.GetString() );
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if( sTexturePath == "" )
{
//LOG->Trace( "RageTextureManager::UnloadTexture(): tried to Unload a blank texture." );
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return;
}
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std::map<CString, RageTexture*>::iterator p = m_mapPathToTexture.find(sTexturePath);
if(p == m_mapPathToTexture.end())
throw RageException( "Tried to Unload texture '%s' that wasn't loaded.", sTexturePath.GetString() );
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RageTexture* pTexture = p->second;
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pTexture->m_iRefCount--;
pTexture->m_iTimeOfLastUnload = time(NULL);
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ASSERT( pTexture->m_iRefCount >= 0 );
/* Always unload movies, so we don't waste time decoding.
*
* Actually, multiple refs to a movie won't work; they should play independently,
* but they'll actually share settings. Not worth fixing, since we don't currently
* using movies for anything except BGAs (though we could).
*
* Also, if texture caching is off, just remove it now instead of doing
* garbage collection. */
if( pTexture->m_iRefCount == 0 &&
(pTexture->IsAMovie() || !m_iSecondsBeforeUnload ))
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{
// LOG->Trace( "RageTextureManager: '%s' will be deleted. It has %d references.", sTexturePath.GetString(), pTexture->m_iRefCount );
SAFE_DELETE( pTexture ); // free the texture
m_mapPathToTexture.erase(p); // and remove the key in the map
}
GCTextures();
//LOG->Trace( "RageTextureManager: '%s' will not be deleted. It still has %d references.", sTexturePath.GetString(), pTexture->m_iRefCount );
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}
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void RageTextureManager::ReloadAll()
{
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for( std::map<CString, RageTexture*>::iterator i = m_mapPathToTexture.begin();
i != m_mapPathToTexture.end(); ++i)
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{
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RageTexture* pTexture = i->second;
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pTexture->Reload(); // this is not entirely correct. Hints are lost! XXX
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}
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}
void RageTextureManager::SetPrefs( int iTextureColorDepth, int iSecondsBeforeUnload )
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{
m_iSecondsBeforeUnload = iSecondsBeforeUnload;
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m_iTextureColorDepth = iTextureColorDepth;
ASSERT( m_iTextureColorDepth==16 || m_iTextureColorDepth==32 );
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ReloadAll();
}